Hey there everybody,
and welcome back. Like you may have guessed, we're doing Uldum today.
Entrance
into the lost city
In my previous
review (Deepholm) I actually skipped over a small subplot of quests
during the middle pillar fragment. In the Temple of Earth, the main
questing hub for that zone, there were two small archaeological
teams, one from the horde and one from the alliance. Having heard
rumors of the twilight's hammer obtaining a titan artifact, they sent
the player to investigate.
Arriving at the
twilight base, the player discovers a horrifying truth: The
twilight's hammer has uncovered a gateway! Gateways were actually
seen long before this zone, playing parts in both warcraft III and
WotLK. They're large portals, connecting two specific gateways over
incredibly long distances.
Well, that's how
they used to work. Now, they're suddenly stargates, with any waygate
being able to connect to any other waygate. You may be thinking to
yourself: “Wait, wasn't the elemental plane a prison for the
elementals? Why would the titans leave such an easy escape route and
not guard it in any way?” Congratulations, you've put more thought
into the plot than Blizzard.
It's not just the
existence of the gateway that makes no sense though, it's also the
plan of the twilight's hammer. Namely, they're trying to use the
gateway to invade Uldum. I... what?
First, the borders
of Uldum are completely unguarded, and you have the dominant armies
in the region already. Deepholm, on the other hand, is controlled by
a powerful and hostile god, and the only entrance into the region is
protected by the most powerful shamans in existence. Using this
waygate is harder than just walking in would have been.
Second, the player
destroys the gate by hacking into it and making it connect to a
gateway in the firelands. Y'know, the elemental realm of fire? Which
is under twilight control? Why do you need to dig up a gateway, when
you already have a gateway?
This entire opening
questline is so riddled with holes, you could fly a gunship through
it. Remember how I said that the plot hole riddled, completely
undeveloped questline of Deepholm was still better than any other in
the expansion? Uldum is the worst. You should be screaming in terror
now.
...I can only hear
one of you screaming. What if I tell you that the next part of the
quest involves... random joke characters from the previous expansion!
Ooh, we're up to twelve screamers now. Good.
But yeah, we
discover that the pyramid in Uldum is some sort of giant weapon, and
we're sent to meet up with a caravan of annoying, pointless
characters. Specifically, the guys who formed the camp near Zul'Aman,
telling us to kill Zul'jin for no damn reason. What makes this entire
affair even more bizarre is that half these guys already showed up in
Vashj'ir (only a single zone ago), where they were mercenaries in the
alliance/horde conflict. When did they find the time to get back to
dry land, reunite, fund an expedition and get to Uldum before anyone
else?
Actually,
come to think of it: Why are we teaming up with this expedition?
Where are the explorer's guild and the reliquary? There's a titan
city, filled with ancient secrets and magical artifacts of untold
power. And yet, the alliance and the horde don't send ANY teams of
their own into the region, instead waiting for a bunch of random
treasure hunters? This entire scenario makes even less sense if you
don't do the Deepholm lead-in quests, but follow the other intro,
where Garrosh/Varian says that there are great riches in the region
that must be claimed for the horde/alliance... and then sends the
player to an expedition that's only looking to make profit for
itself.
Actually let's talk
about those lead-in quests too. Before cataclysm, lead-in quests for
level-appropriate zones were often put into questlines of the
previous zone. However, because far less people level by questing now
(instead using stuff like PvP and random dungeons), they instead
decided to add lead-in quests in central locations in the capital
cities.
The problem? Well,
every single lead in quest says that every single able-bodied person
in the horde/alliance needs to report to the zone in question. Yes,
nearly the entire healthy adult population of the capital cities is
reported to respond to every single zone plotline, no matter how
minor. Backwater conflicts in Desolace? “PREPARE THE FLEET!
ABANDON YOUR HOMES! LEAVE YOUR CHILDREN BEHIND! THE ENTIRE ADULT
POPULATION OF STORMWIND MUST PERFORM AN EXODUS TO THE LANDS OF
DESOLACE, BECAUSE IN SOME HYPOTHETICAL FUTURE IT MIGHT MAYBE BECOME A
LITTLE IMPORTANT!” Archaeological expedition in Uldum? “PEOPLE OF
THE HORDE! FORGET ABOUT OBTAINING THE FOOD NECCESARY FOR US TO EAT!
FORGET ABOUT THE WOOD NEEDED TO KEEP YOUR HOMES WARM! INSTEAD, LEAVE
YOUR CHILDREN TO DIE SO YOU CAN HELP TREASURE HUNTERS RESPONSIBLE FOR
THE DEATH OF ONE OF OUR GREATEST HEROES IN AN ENVIRONMENT THAT CAN'T
POSSIBLY SUSTAIN US ALL! REFUSING THE ORDER SHALL LEAD TO A SUMMARY
EXECUTION!”
It's absolutely,
gloriously, and completely irredeemably silly. Every time I read one
of these quests, I just burst out laughing.
Anyway, as the
entire population of Thunder Bluff drowns trying to cross thousand
needles, the player joins the caravan, entering the city. And my
gods, it looks glorious. Seriously, I love the way this zone looks.
It's just fantastic. Great stretches of desert, beautiful
architecture that resembles ancient egypt, vibrant oases and tons of
lovely little details. As someone who actually bears the name of a
bunch of Pharaohs (yes, Ramses actually is my real name), I really
appreciate the amount of effort that went into sculpting this
environment. Environment designers, you get a golden star. Quest
designers, you get detention.
Monster designers?
You fail the class and have to redo this entire grade. Why? Well,
because of what happens next. You see, the caravan gets attacked. By
pygmies. No, no, no, not by the short people from africa. I mean
their incredibly racist caricatures. The warcraft pygmy are a dumb,
filthy and backwards people, incapable of reading and existing solely
to serve greater beings. Naming a race with those characteristics
after a real group of humans (which already faces a lot of real-life
racism no less)? That's just not cool, blizzard.
I'm seriously
wondering how something as ridiculously racist as this slipped into a
game. Were the game designers unaware that pygmies are a real group
of people? Even then, change the bloody name as soon as you find out!
Offer an official apology! Don't just leave it in and hope people
ignore it.
Also, remember how I
said Cataclysm has really bad voice acting? Well, that's only the
beginning. You see, the voice acting is not just bad, but also very
notably incomplete. A lot of characters didn't get voice acting
before release, leading to cutscenes where only dialogue by certain
characters is voiced, or even cutscenes that are completely unvoiced.
It's really annoying, not to mention unprofessional.
The player and the
expedition are brought to the lost city of the tol'vir (which is no
more lost than the rest of the region, probably even a little less,
so don't ask me where that name comes from), where they are put in
small prisons alongside a weird cat person named Prince Nadun.
Speaking of blatantly unprofessional end-products, you can spot
several confused phases at this point, with a stealthed instance of
Addarah appearing before the imprisoned version breaks out, and
Tanzar's cage being in both the open and the closed phase at the same
time, evident by the double door. He was also captured by the
neferset, the inhabitants of the city for whom the pygmies work. The
neferset look similar to Nadun, but made of stone. Nadun went to the
city to investigate a mysterious new ally of the Neferset. However,
at the city, his guards betrayed him and he was captured.
As such, he asks the
player to investigate. Hiding behind a nice plant, the player spots a
cool-looking creature called Siamat. The creature speaks to the
Nadun's old guards (in an unvoiced cutscene), granting them
'Deathwing's Gift' and transforming them into stone. When you return
to Nadun, he calls the creature a 'djinn', and you start conducting a
plan to break out.
I will once again
praise the environment designers, because the lost city looks great.
It really looks like a true city, with market cranes, houses,
impressive decorations and lovely work on the little details. It
might just be the best-looking area in the entire game.
I'll spill the beans
on what exactly is going on. The cat people are called Tol'vir,
previously known in warcraft lore as Obsidian Destroyers. In warcraft
III, where they were first seen, Obsidian destroyers were first
introduced as undead units called obsidian statues. These statues
were floating platforms that channeled healing energy, restoring
either mana or health to all nearby units. These statues could then
be upgraded into Destroyers, flying units that burned the mana of
other creatures to channel their own incredibly powerful magical
attacks. All in all, they were pretty cool units, though they were
notably lacking in any sort of real backstory.
The next time we saw
them was in the RPG, in the manual of monsters, which I covered in my
second review. Even by the low standards of that book, the obsidian
destroyer article stood out as terrible. Barely any information was
given on them, and the few tidbits that were actually included
blatantly contradicted either itself or warcraft III. Instead of
statues that could be animated, they were suddenly normal fleshy
creatures (though they were classified as magical beasts rather than
monstrous humanoids for some reason). No mention was made of scourge
affiliation at all, with them instead being treated like random
hostile creatures. The statue form of the creatures was also thrown
out the window, along with all of the cool abilities.
Luckily, the makers
of world of warcraft decided to completely ignore the RPG in this
regard. Instead, obsidian destroyers were first seen in the Ahn'qiraj
patch, as warriors of C'thun. They were given a backstory as titan
constructs that had been claimed when the qiraji took over ahn'qiraj.
The scourge units were explained as having been similarly captured in
a different titan facility in Northrend. Okay, that's a pretty solid
backstory, and the way the old magical abilities were integrated was
pretty cool. Obsidian statues were still missing, but there were a
couple of doodads that looked enough like 'em that it could be
forgiven.
Here's where things
get weird though. Namely, blizzard refused to actually put any
obsidian destroyers in Northrend. In an interview, they gave some
weak handwave about all the obsidian destroyers being destroyed,
despite the fact that the scourge hadn't really suffered all that
many losses since they were last seen, and there still being plenty
of titan facilities that the scourge hadn't raided.
Now, normally such a
handwave would be done either because there was no model available
(see: the off-screen extinction of the dark trolls), or because canon
has shifted in a weird way since the creature was last seen (see:
mountain giants no longer working with night elves). But here,
there's a completely functional model, and their presence would still
fit canon like a glove. Hell, even their aesthetics would blend
perfectly into the various nerubian strongholds.
But no. No obsidian
destroyers at all. And I can't for the life of me think of any reason
why the designers decided to not include these guys. Seriously, do
any of you readers know?
Anyway, then comes
cataclysm, where we get a different iteration of the obsidian
destroyers: the tol'vir. Like the dwarves and the gnomes, the tol'vir
were struck with the curse of flesh, turning them into flesh and
bones. Unlike the dwarves and gnomes however, the tol'vir didn't
suffer memory loss, and continued their duty of protecting Uldum
despite being mortals.
As a backstory, this
is actually a pretty solid idea. It's nice, simple and fits into
previously established canon. The problem is that absolutely zero
effort is made to connect the tol'vir and the obsidian destroyers.
Hell, just playing the game (and not keeping up with all the
promotional material), there's no way you'd know that they were
supposed to be the same creatures. The model isn't the same, the
powers aren't the same, and no one ever refers to tol'vir living or
having lived in any place other than Uldum.
Currently, the
tol'vir are split between three groups. First are the ramkahen, of
whom Nadum is the prince. They control the area around Vir'naal lake,
and are associated with the power of the sun. The second group, which
are the ones that captured us, are the Neferset, who control the
lower river delta. The Neferset utilize the power of life, using a
wide variety of animals. Finally, there's the Orsis. Basically,
they're the stromgarde of the group, existing only to suffer terrible
losses in a story that the writers didn't bother to continue.
After the cataclysm,
the neferset got approached by Siamat, a very high-ranking servant of
Al'akir, the elemental lord of air. He promised to remove the curse
of flesh from the neferset, in return for them serving Deathwing.
They accepted, and thus became servants of Deathwing.
At least, that's
what I think is happening. However, several sources later on state
that the neferset have captured Siamat against his will. But that
doesn't make any sense because... well, why would they? Aren't they
on the same side? Why would both air elementals and neferset continue
to work with each other after this? Hell, considering how powerful
the air elementals are supposed to be, why don't they just attack the
lost city and free Siamat?
Anyway, back to the
plot. You set some stuff on fire and steal some armor, and then
escape in the only joke in the zone that's actually funny. Because
the smoke only allows the neferset to see silhouettes, Budd's group
uses group acrobatics and armor pieces to have the same silhouette as
a tol'vir. Remember this one good joke, people.
Tol'vir
at War
At this point, the
questline splits into two. One questline is good in concept, but
very, very poorly executed. The other is the single most terrible
questline in world of warcraft. Let's start with the better one.
Prince Nadun has returned to the city of Ramkahen to report to his
brother, King Phaoris, that the Neferset situation is getting pretty
out of hand. First, I like that for once, the prince is not the son
of the king. Many fantasy writers seem unaware that the the title was
used more widely than that, so its nice to see that averted. Second,
you named the guy who leads the egyptian-themed civilization 'king
phaoris'? Really? Even in-universe it's a really stupid name, because
there are actual tol'vir with the title of pharaoh.
I actually kinda
like this part of the questline, because it averts many of the
problems we see with the way other leaders in warcraft are written.
King Phaoris doesn't instantly decide, on his own, that war be
declared. After all, Nadun basically just wandered into Neferset
territory to spy on them, so his capture could hardly be considered
an act of war. Instead, he admits that he doesn't have a full picture
of the situation and asks the player to check in with nearby areas to
see if there has been any direct Neferset aggression, while he
ponders whether or not to declare war. Again, I like this. It allows
the player to get introduced to some of the other important people
and do a bunch of various quests without seeming like pointless
filler.
Of course, because
it's cataclysm, there needs to be some horrible incompetence included
just for the sake of completion. In this case, it's that all the
questgivers give info that the neferset aren't moving against
Ramkahen yet, despite the fact that one of their quests involves
defeating attacking pygmies, who we saw were working for the neferset
only a few quests ago. Seriously guys, get a proof-reader that
actually pays attention.
We return to
Phaoris. However, he has dire news: The city of Orsis has come under
attack by the forces of Al'akir, who have summoned up a massive
sandstorm to bury the city. And here we see the first real problem of
this questline: It's really obvious that A LOT of it has been cut.
For example, the idea behind Al'akir unleashing his forces against
Orsis is that it's a threat to Ramkahen: Don't resist, or you shall
be swept beneath the sands. Except when Ramkahen does actually start
fighting back, the air elementals are nowhere to be seen. In fact,
despite this zone having no less than two instances taking place in
the skywall (home plane of the air elementals), and another instance
that ends in an air elemental boss, this is the only appearance of
Al'akir's forces in the actual zone.
In another obvious
example, the entire tribe of Orsis, despite having several survivors
that teamed up with the Ramkahen, never has any of its survivors
appear, or mentioned, again. Even the scepter of Orsis, which the
questline makes a huge deal about recovering before the minions of
Al'akir get their hands on it, is never seen again.
That one is
especially notable because in the quest that leads out of the Orsis
sub-plot, King Phaoris says that the scepter of Orsis is essential to
Deathwing's plan to “unravel the secrets of Uldum and unleash great
destruction”, which is the subject of that horrible, horrible
second questline. And yet that second questline never mentions the
scepter at all (by no means the only discrepancy between the two
questlines).
King Phaoris is
really not fond of the idea of going to war, and considers just
giving Deathwing the scepter of Orsis. However, because he is a
better leader than Garrosh, Cairne, Vol'jin, Sylvanas, Gallywix,
Varian, Tyrande, Moira, Muradin, Falstad, Malfurion, Thrall, Rhonin
and Tirion Fordring put together, he decides that he's not going to
make this massively important decision rashly, on his own, in the
spur of the moment, but actually consult with his advisors, which is
the next part of the quest, where the player tries to convince the
advisors to vote for war.
There's three
advisors in total. High Commander Kamses (heh) is already pro-war,
but he still asks for your help in a few things anyway. He has you
recruit the local farmers, gather weapons and leather for armor, and
help with one particularly incompetent recruit. That recruit is
Salhet, who proves himself a pretty poor fighter, but a decent
tactician. Sadly, that tactician part leads to the second big problem
with this questline; THE BUGS! THEY ARE EVERYWHERE! You take control
of a couple of lions that Salhet has tamed, and lead them around.
However, whenever you give the move command, half the lions tend to
stay behind. The fear mechanism doesn't work right, with enemy hyenas
sometimes running, sometimes staying still and sometimes remaining
unaffected. And, occasionally, the quest doesn't spawn enough enemies
for completion. Kamses says that, if the player vouches for him,
he'll give Salhet a squad to command.
The second vote is
from Vizier Tanotep. He's normally ultra-compliant with the king, so
he's unlikely to vote for the war. However, his son just got
kidnapped, and the player earns his vote by rescuing the son. Good
to see the politicians have got their priorities straight.
The third vote is
from High Priest Amet, a seer whose vote shall be determined by what
he sees during his attempts to scry the future. However, he can't do
that at the moment because something is interfering with his scrying
abilities. The neferset introduced some species of sea serpent into
the lake that's preventing an accurate vision. Since the player is
the single most experienced pest exterminator on two planets, he
makes short work of the sea serpents, their broodmother and, while
he's at it, the neferset tol'vir that introduced the sea serpents to
the lake to begin with.
So, voting time.
Kamses and Tanotep obviously vote pro-war. However, the twist comes
when Amet abstains, sensing disaster for the Ramkahen if he votes
either for or against the war. If he votes against the war, there is
a short-lived peace, followed by destruction (probably when Deathwing
blows up the planet). If he votes for the war, Phaoris will be forced
to declare it, despite not really wanting to, as a result not leading
the armies to the fullest of his capabilities and losing. Phaoris
needs to make the declaration of war on his own.
'Luckily', someone
walks in at that exact moment to tell Phaoris that Nadun got killed
during a patrol. This is enough for Phaoris to declare war on his
own... which confuses me. No matter what Amet would have voted, Nadun
would have still died, and Phaoris would have heard about his death
during the meeting. Why is the death of his brother only motivational
for him to go to war if he doesn't have the full support of the high
council?
Specifically, I get
the idea that this is where there used to be a bunch of quests that
were cut, and Nadun dying off-screen was an attempt to bridge the
gap. For one thing, why would Nadun, a bloody prince, be part of an
ordinary border patrol? But it's also that this quest is followed up
by sending the player to defend the temple village of Nahom against
the attacking Neferset, despite the fact that the Neferset would have
no way of knowing that the Ramkahen had refused their offer. No
matter what Phaoris decided, that means that the Neferset would still
attack Nahom, meaning that Amet's vision makes even less sense
because there would be no short-lived peace.
The player goes to
Nahom, and helps to reactivate some ancient defensive measure that
just happens to be in the temple. In another one of those buggy
'control a group of creatures' quest, he fights off the neferset
attack. Actually, that quest makes me feel kinda bad for Salhet,
because you're taking control of the squad he's supposed to be
commanding. He's got one chance to shine, and you take it from him.
Then again, you were the one to give him that chance to begin with.
With one hand, the player giveth, with the other, he taketh away.
And then suddenly,
the armies of the Ramkahen are already besieging the Neferset
capital. Yes, this entire 'war' is fought in only two battles. What
makes this even more odd is that the capital of the neferset is not
the Lost City of the Tol'vir. That place is pretty much entirely
ignored during the war, despite being about twice as big as the
actual Neferset City, having a lot of Neferset holdings near it and
being in a much more important location.
In addition, you'll
begin to notice by now that the war is... kinda underwhelming. Both
the bad guys and the good guys seem like they've been half-assing the
assembling of their armies. As I said before, the forces of Al'akir
are completely missing from the war. However, the black dragonflight,
the twilight's hammer and the various creatures that serve the old
gods are also missing. Hell, so are the pygmies and the wastewander
bandits. All they have are ordinary tol'vir soldiers and the colossi
that were under the command of the Neferset pharaoh.
The good guys don't
even have those, instead having to rely solely on ordinary soldiers.
Where are all the other guardians still loyal to their titan-gifted
duties? We've seen scarabs and titan-loyal colossi within the zone
itself, and the bronze dragonflight is only a single zone away.
However, the most
obvious things that are missing are the watchers of Uldum. Uldum has
four watchers, residing in the halls of origination. The ramkahen
seem to be aligned with Rajh (construct of the sun), having large
statues of him in their capital and having their priesthood dedicated
to sun. The neferset seem to be aligned with Ammunae (construct of
life), having large statues of him in their capital, and making very,
very abundant use of animals in their military.
However, despite the
obvious connection there, Ammunae and Rajh not only don't show up for
the war, they aren't even mentioned. Nor are Isiset, Setesh, Ptah or
any of the other inhabitants of the halls of origination. It's a
really big hole in the story, and one that no one at blizzard ever
seems to have addressed.
Anyway, you lay
siege to Neferset City, kill Dark Pharaoh Tekhan (wait, Tekahn? As
in, 'the Khan'? Damn it, naming people), and the entire ramkahen army
promptly decides that they're totally done with the war despite the
neferset still controlling the entire river delta.
Harrison
Jones and the temple of Uldum
I know some of the
people who read this don't play WoW, or at least not anymore. As
such, I'm probably going to have to explain Harrison Jones.
In The Burning
Crusade, Harrison Jones was part of Budd Nedreck's crew at Zul'aman.
His entire purpose was basically just a cute little visual gag, with
the last name of indiana jones, the first name of his actor, and him
wearing the iconic outfit. It was just another one of WoW's many cute
easter eggs. When Budd Nedreck's crew reappeared in Grizzly Hills, so
did he, as a prisoner of a small group of drakkari trolls. It was
basically just an escort mission, though one more fun than most by
nature of the escortee not being an idiot. To extend the indiana
jones joke a bit, he references his fear of snakes, calls the player
'kid' and the quest was named 'Dun-ta-Dun-tah!'. Again, cute joke,
though it was already starting to get a little worn out by this
point.
And then in
cataclysm, they based an entire questline around the joke. Harrison
Jones' questline, a “parody” of Indiana Jones, consists of no
less than 59 quests, Harrison Jones appearing in 37 of them. I can't
be certain from the top of my head, but I think that means he
features in more quests than any other character in the expansion,
except maybe Deathwing and Sylvanas. And mind you, Harrison Jones was
intended to have even more appearances, but his quests in vashj'ir
got cut (not to mention, as the main alliance archeology trainer, he
was likely gonna be involved in the cut path of the titans as well).
This baffles me. Of
all the stuff that got cut from cataclysm, the 59-quest long parody
remains. I want to give you some context here:
-In Uldum alone, we
saw al'akir's involvement with the plot getting reduced to what is
basically a footnote. The plot point of the scepter of Orsis, indeed
the entire Orsis tribe, falls by the wayside. The watchers of Uldum
either never had any planned involvement in the storyline, which
defies both in-universe and out-of-universe logic, or had their
involvement in the storyline cut. The tie-in to the sunwalkers that
was likely supposed to be in Uldum was cut. And amidst all those
important storylines that got cut, the 59 quest long indiana jones
parody, which you could have cut in half without anyone even
noticing, ends up in the end product completely intact.
-For the Twilight
Highlands, most of the alliance introduction quests and cutscenes
were cut. The Harrison Jones questline got no less than 17 minutes of
cutscenes (of higher quality than most other cutscenes no less), most
of which could be cut with ease.
So, I have to ask
the developers of World of Warcraft this: Where the hell are your
priorities? You are supposed to be making a warcraft game here. If
you want to do movie parodies so damn badly, give it its own game. A
cute in-joke here and there is fine, but when you start putting more
effort into the parodies than you are putting into the actual
warcraft-related content, you are doing it wrong.
And you know what
makes it even worse? It's not even a good parody. In fact, it may be
one of the worst parodies I've ever seen. And believe me, I've seen a
lot of bad parodies. I have also seen a lot of good parodies. Let's
talk about what differentiates a good parody and a bad parody.
A good parody is an
extension of the original work. Its humor is derived from actually
analyzing the elements of the original work, and subverting them in a
clever way. Questionable elements are exaggerated, popular tropes are
deconstructed and audience expectations are played around with
A bad parody is not
an extension of the original work. Its 'humor' is not derived from
any form of analysis of the original work, but just inserting random
elements without rhyme or reason under the pretense of being silly.
A terrible parody is
when you just smash some works together with no rhyme, reason or
regards of forming a coherent narrative. Instead of actually having
jokes, these 'parodies' just has references. The Harrison Jones
questline fits into this category.
For a good example,
let's take the first real 'joke' in the questline. Harrison Jones
went back to the entrance of Uldum to take revenge on the pygmies.
However, he got distracted by a cool-looking tomb, and placed some
bombs around the entrance to blow it up. However, the bombs are
activated prematurely, and the player and harrison jones jump into
boxes to escape the explosion, with the boxes crushing a pygmy as
they land.
Obviously, this is a
reference to the infamous 'nuking the fridge' scene in Indiana Jones
and the Kingdom of the Crystal Skull, where indiana jones survives a
nuclear explosion by hiding in a fridge. And there's quite a lot of
potential for a parody there. The problem here however is that the
'parody' seen here is less ridiculous than the original work was. For
one, the explosion is much, much weaker. In this case, hiding in a
box actually is something that would increase your survival odds,
depending on how sturdy the box is. Second, this is world of
warcraft. Having a bomb explode in your face and coming out without a
scratch is something that's fairly mundane. As a result, I'm honestly
not even sure you can call this 'joke' a parody.
Second problem; it's
just harrison jones and the player. One of the prime ingredients of
comedy is interaction between the characters, having divergent
personalities play off of one another. Harrison Jones is convinced
that he's the true adventurer here, not the player. It's a staple of
comedy, and one that can lead to a lot of good jokes. The problem is
that it's not the guy himself that makes it funny (in fact, he's
usually more annoying than funny), but the way it affects the people
around him. However, during the entire questline, the only person
Jones interacts with is the player, who has no personality, no way of
showing any emotion, no way of replying and, just in general, no way
of making this tired act funny.
Enough complaints
about the concept. Let's move on to the actual plot. After the
bombing of the box, the player finds a small stone disc that was
originally fitted on a staff. The staff is in possession of Sultan
Oogah, the pygmy who originally led the attack against you. The
player kills Oogah, taking the staff and recombining it with the tip,
forming the shaft of the stars (So I guess blizzard really gave their
players the shaft, didn't they? What? if the game isn't going to be
put any effort in its humor, neither am I). The player also recovers
several tablets, which reveal that the nearby Obelisk of Stars is
part of the titan defense mechanism that got disabled in the
cataclysm. With Sultan Oogah carrying around part of the staff that
was a necessary component of the obelisk of stars, and the actual
cloaking mechanism completely undamaged, the implication seems to be
that the forces of Deathwing deliberately sabotaged the cloaking
mechanism.
At least, that's
what I think is happening. Despite the evidence, no one in-game ever
seems to comment on it. With the staff in hand, the player and
Harrison descend into the underground chamber beneath the obelisk.
The underground chamber actually looks really impressive, though when
I played through it, there was a weird visual glitch with ropes
hanging in mid-air and nearly spanning the width of the room. It's a
real shame, because it's the environment designers that are basically
carrying this stupid, stupid storyline, and now I can't even see
their hard work properly.
And that's where you
realize the worst part of this questline: The titan devices are
absolutely gloriously awesome, and the ideas in their design are
brilliant. If you only look at these devices, and the quests where
you interact with them, you'd have the single best questline in the
entirety of cataclysm. But no. We had to ruin that by slamming
indiana jones references and stupid jokes everywhere. Not only is
this questline the worst in the entire expansion, it also destroyed
the potential of what could have been the single best questline in
the game.
It's also really
surprising to me just how much filler there is in these quests. As I
said, Uldum likely had quite a lot of cut content. And yet, in this
questline, they find room for pointless quests like “Hyenas are
nasty, kill them.” and “you can always use more rope! Go grab
some.”. For those of you who don't play WoW anymore, I have to
clarify: I am not exaggerating those quest descriptions. There's not
even a questgiver or anything. The quests just pop out of nowhere.
Okay,
back to the “plot”. Harrison Jones sends you to investigate the
hieroglyphs in the chamber of the stars beneath the obelisk of the
stars. During this, you stumble upon the corpse of a “Schnottz
Scout”, who has a journal with a cryptic message: “Through
the eyes of blue is starlight revealed. Ten shards, one rod, and the
veil disappears.“ And when the journal says ten, it means seven,
because the quest was altered later on but they forgot to update the
journal because cataclysm == incompetence. And when the journal says
disappears, it means reappears. At least, that's what I think is
going on, but I'm honestly not sure. More on that later.
Anyway,
what does that message mean? Well, the eyes of blue are blue goggles,
so you take the ones from the schnottz scout. Wearing these goggles,
you can see suspended bits of starlight hanging in the room. You
gather te... seven shards of this starlight, use it to repower the
shaft of the stars. The staff is placed at the center of the chamber,
with beams of light emerging from three of the four colossi standing
around the room. Okay, so there's something about that fourth
colossus and... oh no, wait, it's a graphic glitch. Light was
supposed to come from all four statues, indicating each of them has
something necessary for activation inside of them.
Now
here's another weird side-step in design logic. The most obvious
thing to do would have been to have the colossi awaken, and attack
the player. However, instead, we have a weird cutscene where harrison
jones jumps on one statue, slings from the outstretched arm to get
the statue off-balance, and causing it to tip over. And then the
other three statues fall over for no apparent reason. Plus, I was
kinda expecting colossi to be a bit sturdier than that. And more
responsive to threats. In fact, that entire sequence was the most
idiotic design decision I've ever seen. Then again, the questline
isn't over yet.
You
place the four orbs and the obelisk begins to glow. You and Harrison
Jones move to the next obelisk, the obelisk of the sun. It's around
here that you begin to notice something really odd. Namely, that
Harrison Jones is entirely superfluous to the questline. Despite him
being shoved in our faces at every opportunity, he almost never does
anything relevant to the questline, and when he does, it's either
non-nonsensical or unnecessary.
Imagine,
if you will, what would have happened if, instead of meeting with
Harrison Jones, we'd have been sent to kill Sultan Oogah directly.
We'd have found him carrying the shaft of the stars and realize
something that cool could never have been created by those dirty,
stupid pygmies. The shaft would obviously have been missing its tip
(which makes more sense than the other way around, like it is in the
actual questline), which the player finds near the entrance to the
chamber of stars. Entering the chamber, he'd find the dead schnottz
trooper with his journal, put on his goggles, empower the shaft of
stars with suspended starlight, fight the colossi and activate the
obelisk. This entire thing has peaked the player's interest, and he
decides to check out the other obelisks. Bam, you've just made this
questline a hundred times better!
Harrison
Jones' superfluousness only becomes more obvious at the next obelisk.
The entire time you're there, he spends fighting a single enemy mob.
Again, you could just remove him from the game, and you'd only have
to change a tiny bit from the questline (which, again, improves it).
The player arrives at the obelisk, notices that the schnottz troopers
are looting the place, steals the loot from the troopers, finds they
have parts of a titan device, reassembles the device, activates it,
hears something from the chamber beneath the obelisk, sees the
colossus there, fights the colossus to retrieve the item necessary to
activate the obelisk, does so, moves on to next obelisk. Simple but
efficient story, that follows a natural logical sequence and actually
gives the player some initiative for once. But instead, we have to
keep getting quests from Harrison Jones, despite the fact that he
shouldn't have the information necessary to offer us those quests.
So, what's the tiny
bit of the questline that you need to actually alter if you wanted to
remove Harrison Jones? Well, at the end of the questline, you and
Harrison jones make your escape by stealing an airplane. With
harrison jones as the pilot performing daring stunts, and you as the
tailgunner cutting down swaths of enemy ships, you make your way back
to Ramkahen. “Wait a minute”, you may be saying, “that actually
sounds rather cool. Why would removing that improve the questline?”
Answer is simple;
the quest was slapped onto the game unfinished. Nothing the player
does has any effect. If you shoot down an enemy plane, its
immediately replaced. The enemy planes can't actually do anything to
yours. If you don't do anything during the quest, the result is the
exact same as if you were trying your hardest. Basically, it's a
long, boring cutscene that you can't skip.
Also, its placement
in the questline is asinine. Near the obelisk of the sun, the player
recovered a book written by Schnottz, which gives you the quest to go
to his camp and start the next bit in the questline. However,
Schnottz's camp is in the exact opposite direction that Jones' escape
takes you.
At the schnottz
camp, the player encounters Belloc Brightblade and... WAIT, WHAT?
How...? Why? No, seriously. Belloc was the NPC that gave horde
players the quests in Deepholm that led to Uldum. Schnottz was
already in the region before the player arrived. How the hell is
Belloc part of Schnottz's expedition? Why is he suddenly Schnottz's
second-in-command? Why doesn't he show any kind of reaction to seeing
the horde player again? If Belloc is here, why aren't there any other
reliquary forces?
And then we're
suddenly working for Schnottz for no reason. This is also where the
quest switches to full-on “we're a parody, we don't have to try and
make sense.” Though the definition of parody they seem to be using
is “series of references”, rather than “comedic twist”. At
this point, I'm honestly considering calling Epic Movie a better
parody. Oh sure, it's a terrible, terrible, terrible, horrid,
disgusting movie, but at the very least, it (usually) altered the
source material to try and be comedic. Of course, it failed terribly,
but at the very least it's trying to be a parody. I can't say the
same for Uldum.
Anyway, back to the
not making sense part. This entire sequence just doesn't work in the
world of Azeroth. For example, one character remarks that it's odd
that Schnottz would need so much weaponry for his guards on a mere
archaeological dig. Well, that would be a good point if this were
anything close to the setting you're trying to imitate. But it's not.
There's a world-war going on, a local war going on, cults are going
crazy and titan archaeological stuff has a nasty habit of coming
alive and having enough firepower to annihilate continents. If
anything, schnottz's troops seem a bit underwhelming due to a lack of
any kind of magical support.
You do some stupid
things to get in the graces of Schnottz (before I forget, he's a
hitler expy, and therefore speaks with a stupid german accent. If
they were clever, they'd at least connect him to that other random
usage of a german accent in ashenvale, but alas, this is cataclysm),
with tons of references to Nazi germany with no added jokes. Yes,
that mob you need to capture has the same nickname as Erwin Rommel.
What's the joke? Hell, even as part of the questline that one's
completely random, out of nowhere and goes nowhere. Okay, I'll be
fair, there were at least a few stupid puns on führer and fascism as
added jokes. These single puns both get an entire quest dedicated to
them. Guys, it's World of Warcraft, not World of Failed Parodies.
Make that game some other time.
So you do some
random stuff so that Schnottz can turn his hexed friend back into a
person. Yes, we're helping the hitler expy. For no reason. This is
beginning to remind me a lot of Tribunal for some reason. Okay,
that's cruel. Tribunal might have had a terrible unprofessional
end-product, misses the entire point of its game series and had a
main questline that made no sense on any level, but at least its
story had a strong core concept. At least it did something
interesting with the setting. At least, it didn't remove any content
from existence.
Hrm, that's two
comparisons with non-warcraft stuff in only a few paragraphs. I think
I'm trying to escape the franchise. Anyone mind if I go review
Digimon zero two, or maybe F.E.A.R. 3? Or maybe start blogging about
literary analysis or my political ideals? But no, I have to return to
the crappy questline.
You grab some
statues from some ruins (and no, we're not given any backstory for
the ruins) for Schnottz so he can complete the ritual. During the
ritual he notices that you only brought him eight statues instead of
the nine he asked for, just so he can make another hitler reference.
Entire sequence could have worked as a joke if Schnottz had actually
asked for a specific number of statues in the quest, rather than just
'several'. According to any sane playtester, this entire sequence
should just have been cut, because it adds nothing to the plot, and
only detracts from the setting.
At Schnottz's camp,
Ambassador Laurent has been killed. Despite talking to him in an
earlier quest, I still have no idea what the hell he is the
ambassador of. For that matter, I still have no idea what exactly the
deal is with Schnottz' troops. We learn that they're working for the
black dragonflight (one of whom killed Laurent, though I have no idea
why. Plus, this only raises further questions about how Belloc became
the second in command), but why? Is Schnottz like a twilight cultist,
using his riches to grab unknowing mercenaries in yet another plot to
destroy the world? In that case, why go to the trouble of inviting an
ambassador and various other guests? Maybe Schnottz is just another
stooge. But in that case, why would he even want to help people
destroy the world? Hell, why would he even be working for the black
dragonflight? It's not like they actually appear to be aiding him
with his work.
The camp suddenly
gets attacked by colossi. Since the colossi are doing a good job at
killing the people the player was opposing, the player of course
helps destroy the colossi. I mean, why wouldn't he? When he returns
to Schnottz, the hut suddenly explodes! Le Gasp! Someone has tried to
kill Schnottz! Who could it possibly be? Well, I'm guessing it was
Belloc Brightblade, since he vanished during the attack, but that
just makes me wonder why he bothered to wait for so long. Or, for
that matter, why he didn't bother informing the horde player not to
return to the hut.
Then, after a
convoluted series of events that I don't quite get (Schnottz tells
the player to go with him, orders him to kill some disgruntled
workers, and then suddenly Schnottz thinks that the player (the only
person with a solid alibi) was behind the attack, using the killing
of the workers as evidence. I really don't get it.), Schnottz says
the player will die by “firink sqvad”. Naturally, the player
isn't able to do anything, though Harrison Jones shows up just in
time to safe him. Wait, how did Harrison Jones know we were here? Why
didn't he go to the final obelisk? How wasn't he spotted by the
dragons that just flew away? Why did he show up at this exact second?
Was he behind the bombing? So many questions, just to force another
cliché into the plotline. Writers, this cliché generally only works
if you follow the people who suddenly show up, not the people who
need to be rescued.
Okay, we head for
the final obelisk, the obelisk of the moon. This is where the entire
questline falls apart. Remember how earlier in the questline, the
obelisks were responsible for cloaking the entire zone, before they
were disabled by Deathwing? Now, they're suddenly responsible for
shielding a single object, and the obelisks need to be activated to
access that object, which is what Deathwing's minions were trying to
do all along. Guys, these two storylines aren't compatible. You can't
have Deathwing's minions both working to disable and working to
re-enable the same damn objects, at the same damn time.
Actually, seems like
I forgot something. You don't head for the final obelisk. No, you
first need to do a series of pointless quests to help out a few human
friends of Harrison Jones that are native to the region... the region
that was locked away since before humanity even came into existence,
on a continent that humans have only lived on for eight years. I
don't even know what the hell the point of these quests was, or how
they didn't get cut.
What makes this entire thing even worse is that one of the quests involves capturing pygmies to display them in a circus. Mind you, this is something that actually happened to the real life pygmies. They were hunted down, captured and kept in circuses for people to gawk at, basically treating them as animals. Seriously, designers, what the hell is wrong with you?
What makes this entire thing even worse is that one of the quests involves capturing pygmies to display them in a circus. Mind you, this is something that actually happened to the real life pygmies. They were hunted down, captured and kept in circuses for people to gawk at, basically treating them as animals. Seriously, designers, what the hell is wrong with you?
After that you head
for the final obelisk... to try and activate it. Considering that's
what the villains want, that's just idiotic. Why not just destroy the
vital parts of the obelisk? Hell, fly back to the obelisk of the
stars, where the Schnottz troops have no presence at all, and just
take away the unguarded orbs and staff. There, problem solved! You
can move on to a better story! You are free, little adventurer, free!
But no, we're stuck
in this stupid, STUPID plot, where we need to reactivate the obelisk.
Remember how the entire plot somehow changed between the obelisk of
the sun and the obelisk of the moon? It's not just what the obelisks
do, but also how they work. For the first two obelisks, the items
needed to activate them were inside colossi. However, here, the
activation is done through a computer (which Harrison Jones knows how
to work, what with only having experience with troll architecture and
all that), and the colossus only shows up as a guardian. It's a minor
point, I know, but it's a weird discrepancy nonetheless.
So, because the
player was stupid enough to activate the three obelisks, he now needs
to get the coffer of origination before Schnottz can get his hands on
it. Turns out, the coffer of origination is hidden in the temple of
Uldum. Get it? Sounds like the temple of doom? Yeah, it'd been a lot
funnier IF IT HAD BEEN AN ACTUAL TEMPLE. For ****'s sake.
So, you do an
(admittedly cool) fight against the guardians of the “temple”, as
well as Schnottz' troopers, before finally getting to the coffer. So
you open it and... Brann Bronzebeard is inside. Brann Bronzebeard is
inside? Brann Bronzebeard is inside. BRANN BRONZEBEARD IS INSIDE!
BRANN BRONZEBEARD IS IN... IN...
Wow, everything went
blue there for a minute. Anyway, where was I? Let's see, got to the
temple, opened the coffer, found Brann Bronzebeard. Wait, Brann
Bronzebeard? How... How did he... wha? No. I call bull**** on this.
One, the coffer wasn't actually accessible until we activated the
third obelisk. Are you telling me that those stupid quests for
Harrison's friends caused enough of a delay that Brann found it
before us? Two, the coffer was shielded while we arrived. The
controls for the shield are outside the coffer. HOW DID BRANN GET IN,
YET LEAVE THE SHIELD ACTIVE? Three. The coffer just fired a deadly
laser cannon at Schnottz and his dragons to kill them while Brann was
inside. He should be fried. Four. YOU'RE TELLING ME THAT I'VE BEEN
SPENDING THIS ENTIRE ****ING TIME WITH HARRISON JONES AND A STUPID
INDIANA JONES RIP-OFF WHEN I COULD HAVE BEEN WORKING WITH BRANN
BRONZEBEARD INSTEAD? RAAAAAAAAAAAAAAAAAAAAAAAAAGH!
Seriously. This
questline pisses me off so much. I know, it's just a game, nothing to
get upset over. But frankly, my work ethics got the better of me
here. I had to redo the entire questline if I was to give a fair
review. Which also happens to be the reason that this review is so
delayed.
And the worst part
is that the questline is not even over. Hell, I would argue that the
worst is yet to come, because I can't even follow the story after
this point. First, Brann says that he knows how to use the coffer to
stop Deathwing's plans in Ulduar. Considering his plans were to get
the coffer... I'm not entirely sure you can still stop them. Y'know,
since you already stopped them. So, for some reason, you travel to a
dead oasis with the coffer. There, you place it at an ancient titan
door. Brann says that he'll activate the coffer, so the player can
get at the discs inside that tell of its purpose. Here's another bit
that I don't get. The coffer can apparently only be opened at this
specific patch of dead oases, since a laser beam comes from the door
that opens the coffer. However, why would that be the case? I though
the coffer was meant for global re-origination, like stated earlier
in the quest. What is it's purpose at this gate? Okay, it rejuvenates
the oasis when activated, but that can't be its purpose, because the
coffer has been at the other end of the zone for thousands of years.
No way the dying trees in a dead oases last that long. Plus, I'd hope
that the grand artifact of doom had some sort of bigger purpose than
that.
And it does. We just
never learn what exactly that purpose is. No, seriously. We grab the
discs that contain the purpose. Brann says he'll meet us at the halls
of origination as soon as he's translated the discs. He does and...
he doesn't tell us what the purpose is. I SPEND 59 JOKES IN UTTER
AGONY FOR THIS REVELATION! TELL ME, DAMMIT!
Okay, the halls of
origination. Earlier in the quest, it was established that
Deathwing's plans was to bring the coffer to the halls, so he could
initiate planetary re-origination. First of all, that's idiotic. The
entire point of the planetary re-origination is to stop the old gods
when they've got too much of a foothold on the planet. Considering
that's the current situation, I'm really not seeing how triggering
the re-origination is going to be in the old gods' favor. Hell, with
the later retcon regarding the hour of twilight (which we'll get to),
it's likely that the entire reason this re-orientation exists is
precisely to be used this very moment to stop the plans of the old
gods. Deathwing is quite literally executing a plan whose whole
purpose is to stop itself from working. It's amazing.
Second, part of this
plan was corrupting the titan watchers of Uldum, who I mentioned
before. This is even stupider. It took Yogg-Saron, an old god
himself, in extremely close vicinity, thousands upon thousands upon
thousands of years to corrupt even a single watcher. Deathwing, who's
not exactly known as a great corrupter, corrupting four at once?
That's gonna take a while.
However, this is
where things get really weird. Remember, it's been established that
the coffer is needed to execute the re-origination, and it's pretty
clear that the watchers haven't been corrupted yet. And yet, the
halls of origination is a dungeon where you have to kill every titan
guardian. Why? Seriously, what's the point of this? What do we have
to gain from doing this dungeon? Okay, yeah, Brann wants to shove the
halls of origination discs in a titan repository, but there's plenty
of those around, even in this very zone. In fact, there actually is
no titan repository inside the halls of origination at all, or if
there is, it acts completely different to the previous repositories
(named beings who spoke to the user). Brann also mentions that we
need to disable the reorigination mechanism, but that's a stupid
reason, since we have already disabled it by taking away the coffer
(and if you want permanence, we can just destroy that. Seems like it
would be harder to replace than some wiring in the halls as well)
But still, let's
pretend that we have a good reason to be in the dungeon. Then why are
we killing the inhabitants? Brann Bronzebeard and the player have
worked with watchers before this. Just walk up to the first pack of
trash, say “Hey, dudes, we be friends of the watchers. Call Ulduar,
the guys there will totally vouch for us.” and bam! You've saved
yourself an entire dungeon.
Even the ending to
the dungeon is stupid. Brann inserts the discs in what is apparently
supposed to be a titan repository to permanently deactivate the
reorigination device. At least, that's what I think is happening.
Really, I have no idea why such an option would even exist. The only
other explanation is that Brann is stopping the reorigination device
from going off, but that's silly, because it can't go off. The
watchers needed to channel the power are dead, and the coffer of
reorigination isn't present. While inserting the discs, Brann
accidentally activates the reorigination mechanism. Hello, didn't you
hear me? I just told you that the reorigination mechanism can't work.
However, Brann manages to disable the mechanism in time and that
entire stupidity turned out to be completely pointless. A problem
brought up and resolved in a single cutscene.
Thank the watchers
(except, y'know, the ones I just brutally murdered for no reason),
I'm done.
What else is
there to say
Let's
see, what else is there in the zone? Well, I skipped over a subplot
where it turns out the gnomes launched a massive expedition to Uldum,
but were all taken over by some sort of curse. The AI of one of their
submarines then conscripts the player to take them out. Y'know, I
only just noticed this, but between the submarine AI, Harrison Jones
and Brann Bronzebeard, a lot of these supposedly neutral quests are
being handed out by alliance characters. I'm not complaining, but it
does amaze me how central the faction war is in the revamped zones,
and how it is pretty much completely dropped in the end-game zones. I
guess even the writers got bored with the faction war.
The
gnome-killing quests are pretty decent, though I can't help but be a
bit disappointed that this would have been the perfect place to
finally resolve what exactly happened to Lieutenant Alverold's fleet.
There's
also two dungeons and a raid in this zone. The first is the Lost City
of the Tol'vir, because the Ramkahen were too lazy to actually help
take the most tactically important stronghold in the war themselves.
Aside from that, it's a pretty fun dungeon.
The
final dungeon and raid both take place in the skywall, the realm of
air. They're both really, really underwhelming. First of all, the
design is really underwhelming. Sure, the flying citadels are cool,
but doodads are so incredibly sparse you'd think that you're walking
through an unfinished zone.
The
raid is even worse. At least the dungeon had some interesting ideas
for its trash mobs. The raid? Doesn't have any. Al'akir and his three
lieutenants are completely and utterly unguarded in a painfully
underwhelming area, before you unceremoniously kill them. Which is
really a theme of cataclysm: Remove as much potential stories as
possible. It's honestly like I'm watching the setting self-destruct,
or the writers thinking this is the last expansion and desperately
trying to resolve every little plot strand that's ever been
mentioned. Al'akir is completely superfluous to this expansion, and
his death is a disgrace to worldbuilders everywhere.
Final Thoughts
So,
final verdict on Uldum? It's terrible. The tol'vir war had some
interesting ideas, but was really disappointingly executed. The
Harrison Jones stuff was just horrid, and I'm never, EVER going to
play through it again. The dungeons were all incredibly wasteful with
the setting, killing the uldum watchers for no reason and killing
Al'akir and his lieutenants before they had any chance to shine.
The
guys who did the visuals did do pretty good though. You can clearly
see the first hints of the Mists of Pandaria zone design philosophy
being displayed here. I'll even give the harrison jones questline
some props for improving on fights in solo content, which will also
be used a lot in MoP. Still, it's not enough to save the zone from
its faith as the WORST OF CATACLYSM. And considering just how bad
Cataclysm is... that's saying a lot.
Next
review: Nothing related to cataclysm.